
	"Crisis of the New World Order" Civ2 Scenario
	Geopolitical situation at the end of the 20th century
	Created October 2000 by Andrew P. Livings

	version 2.0 January 7, 2001
	version 2.2 February 25, 2001 (not released)
	version 3.0 May 13, 2001

	 Previous works:
	 Europe, 1939: "Before the Storm"
	 USA, 1861: "Death of Liberty"
	 Cuba, 1962: "Apocalyspe Now?"
	 December, 1941: "The End of History"

	Contents:

      1. Installation
      2. Ten things you really need to know to play this scenario
      3. Who's who
      4. Improvements
      5. Wonders
      6. Units
      7. Miscellaneous Changes
      8. Use of Events
      9. About money. Strategies and playing tips.
     10. Version History
     11. Design Notes and Tips
     12. Contact Information
     13. Credits and Acknowledgements.
     14. Copyright notice.

	WARNING! DON'T EDIT THE VALUES IN THE RULES.TXT. THIS IS
	CHEATING AND DESTROYS THE PURPOSE OF PLAYING THIS SCENARIO,
	WHICH IS MEANT TO BE CHALLENGING IN A NON-MILITARY WAY.

I: INSTALLATION

	Unzip the Crises1.zip to a new directory, and the other .zips
	to a \sound sub-directory (you've done this before, you know
	the drill).

	Run the Crises.bat program every time before you play. The first
	time this runs it will check you have unzipped all the files
	correctly, and set up the extra sounds needed by copying from
	your main civ2 directory. If successful, a report file "Verify.txt"
	will be created (which is merely a simple directory listing). The
	batch file will check for this file every time it starts, and if
	present will skip straight to the main menu.

	From the main menu you are asked which side you intend to play.
	Neither the Allies or Neutrals are designed for play, but the
	others have their own event files with some specific events. It
	will not make sense to select the American events and then play
	as the Europeans for example, so make sure you have the right
	set-up.

	Once the events are set up, choose "Play the scenario now" option.
	This will then launch the civ2.exe file from your scenario directory
	to allow little changes to the start up and atmosphere. If you don't
	like this, don't use it. If you experience problems with the scenario
	running this way, please notify me of the exact problem, and then
	play the scenario by launching the civ2.exe file normally.


II: TEN THINGS YOU REALLY NEED TO KNOW TO PLAY THIS SCENARIO

     1. This is not (primarily) a warmongering scenario about global 
	bloodshed. Instead it is about peacekeeping and developing your
	civilisation. War making is made more difficult by the costs
	of units and unhappiness caused by deployed units. For more
	information about nuclear warfare, refer to section 9.
     2. There are five main powers depicted in this world. Allied
	nations are those identifying with globalisation and liberal
	democracy. Neutral states remain outside the "new world order".
     3. The common threat is from Rogue states. You must contain their
	aggression, because if you fail (e.g. a Rogue unit kills any
	civilian, or captures a	city) you will be penalised a sum of
	money. If you are playing as the Americans or Europeans you
	will also be penalised if you lose some friendly units.
     4. Conventional military interventions are no longer so effective
	as a tool of foreign policy. Special Rogue infantry units are
	self-replicating, so you can never capture a home city if it is
	constantly full of troops. You do gain money by destroying them
	- your citizens perceive that you're doing something. You can
	also work in alliance with another power.
	The self-replicating event is triggered by the first player and 
	thereafter is only triggered by that player. So if the
	Americans are attacking, say Iraqi Militia, any militia units
	destroyed by them will be automatically replaced. If the
	Europeans also attack the Iraqi Militia those destroyed units
	will not be replaced. Cities can eventually be captured this
	way. A simpler way is bribery via a peace envoy. These are
	expensive units however. Also think about wars by proxy, giving
	your military units away to a friend to fight your battles for
	you, thus avoiding unhappiness problems.
     5. Money is very tight as improvements are more expensive.
	Government improvements - Central and Local (Palaces and
	Courthouses) - are especially expensive, but better than
	corruption. This is partially balanced by more productive
	terrain for trade. You'll need to carefully balance revenue
	against research and benefits to counter unhappiness.
     6. Terrain is clearly divided into food or shield production.
	Urban terrain is the ultimate terrain for shield and arrow
	production. Terrain squares are transformed into Urban. Arable
	terrain is the ultimate terrain for food production.
	Traditional clear terrain squares can be improved to the next
	level by irrigation, i.e. Desert-Plains-Grassland-Arable. Food
	squares can be irrigated twice when you have research "Genetically
	modified crops", and built the "GM Crop Laboratory" to take
	advantage of this. Any square can be industrialised (mined) for 
	a standard 5 shields. Virgin forests do not produce shields.
     7. Your ability to make your citizens happy is reduced by the lack 
	of happiness improvements. Hospitals (temples) are common, but
	only make one unhappy citizen content. The technology Free
	Healthcare replaces mysticism to double their effectiveness.
	Cathedrals have no effect until Moral Intervention (Monotheism)
	is researched. This is purely to stagger the game and make it
	more difficult early on.
     8. There are two new concepts to the game by which you can judge
	your society: Citizenship and Crime. These replace literacy and
	disease. You should aim to raise citizenship and reduce crime.
	Citizenship can be increased by researching developments like
	Freedom of Information and Civil Society, and building
	education improvements. Crime can be reduced by improvements
	like Police Stations, and developments.
     9. There are special units in the game that need explaining:
	1. Civilians are there for event purposes, and for non-TOT versions
	these should not be disbanded.
	2. Security Forces are in the spy slot and are intended for
	counter-espionage only against Peace Envoys (diplomats). At the
	beginning there is no danger, as all cities have the "technology
	stolen" flag active, but whenever a city is captured this flag is
	reset, and the AI will target these cities, so its a good idea to
	either rush-build some or transport some in by sea if you can.
    10. Consider all developments and improvements relating to the
	Monetary and Information System your game objective. This is a
	powerful decentralised network which can be used to strengthen
	government efficiency as well as improving the quality of life
	for its citizens by making freely available all kinds of
	electronic media.


III: WHO'S WHO

	The two main players here are the Americans and Europeans. This
	scenario was designed to simulate their role in globalization
	and the new world order. The Americans are by far the easiest
	to play with their strong economy and mighty military which can
	be deployed quickly overseas. The Europeans must deal with the
	same problems as the Americans as well as creating an ever
	closer union, including strengthening the economy, making a
	more flexible, more mobile military, and researching all the
	new techs you can.

	The Russians and Chinese are included as the next two largest
	regional powers which could pose the biggest threat to 
	globalization. They are also designed for play with their own
	events files in case you want to experience the world from a
	different perspective. For playing these and the Europeans see
	section 8.

	The Indians are a more minor regional power, though likely to
	increase in importance in this century with their massive 
	population, nuclear weapons and budding defence industries. It
	was hard to simulate them accurately here in civ2 - the map is
	too small and calls for tightly packed cities to give them a
	half-decent size.

	The Allied nations are those who favour globalisation. Compared
	with the neutrals who do not, this is a geo-political division
	of the world in 1993 to the best of my knowledge and judgement.
	Though larger than any other player I have tried to penalise
	them sufficiently so they (the Allies especially) do not become
	pre-eminent.
	

IV: IMPROVEMENTS
	
     1. Central Government (Palaces)	Cost: 600/200
	States will centralise power in one location for greater 
	national unity, with a powerful central government making 
	decisions which affect everyone. To administer the nation as 
	a whole requires a very large, and very expensive bureaucracy. 
	Peripheral regions further away from central government are
	often neglected in Unitary states without local government.

     2. Barracks (Barracks)		Cost: 100/10
	To form an army, States may either conscript citizens or 
	invest in professionals who can be better trained and are 
	motivated by career as much as patriotism. Industrialised 
	States prefer to keep people working in factories and will not 
	maintain large standing forces, whereas under-developed 
	economies will as an alternative to high unemployment.

     3. Grain Storage (Granary)		Cost: 40/4
	Agriculture has become strictly regulated in the 20th century 
	with agricultural subsidies preventing farmers from growing too
	much food to keep the sale value high enough to assure farmers a
	living wage. Governments also legislate against cheaper foreign
	imports to preserve the agricultural sector, and this breeds
	incredible resentment. At a time when tariffs on industrial
	goods have dropped to almost nothing in developed countries,
	tariffs on agricultural goods remain high and are a main point
	of contention in world trade. The only country to successfully
	wean farmers off subsidies has been New Zealand.

     4. Hospital (Temple)		Cost: 120/8
	Good health is a right for all, not just a privileged few who
	can afford the best healthcare. Hospitals can do this in an
	affordable way by bringing the patients to the doctors rather
	than vice versa. Hospitals can also provide research facilities
	to improve knowledge of illnesses and develop cures. Makes one
	discontented citizen content, or two when Free Healthcare is
	researched.

     5. Bank (Marketplace)		Cost: 120/1
	Banking is the cornerstone of capitalism, by accumulating more
	money collectively to invest in enterprises which will return a
	profit to everyone. Central banking allows governments to
	borrow money for emergencies and collect taxes efficiently.
	Increases tax and luxury output by 50%.

     6. School (Library)		Cost: 80/6
	"Investment in schools is an investment in the future" which is
	perfectly true. A highly educated workforce will be better
	prepared for high-tech jobs away from traditional manufacturing
	methods. Increases science output by 50% but at a cost.

     7. Local government (Courthouse)	Cost: 200/10
	Where Central government deals with national policies, local
	government is always superior in the micro-management of the
	region, administering public services, planning and regional
	development. It has its own sources of income to pay for all
	this which must be sufficient as central government determines
	fiscal policy.

     8. Bunker (City Walls)		Cost: 20/0
	Citizens can seek protection in bunkers when the city comes
	under attack, which means that cities will not lose population
	during an attack. Certain types of units, especially Tanks, can
	be very vulnerable in close city streets against enemy infantry
	unless covered by friendly infantry. 

     9. Police Station (Aqueduct)	Cost: 100/6
	Larger cities become havens for criminal activities, and honest
	citizen demand protection. Policemen (from the Greek Polis) are
	charged with: serving the public interest, maintaining people's
	trust, protection of the innocent and upholding the law. Cities
	cannot grow without a police force, who will have a positive
	impact on your crime rate.

    10. Tourism (Bank)			Cost: 120/4
	People have always liked to go on holiday for a break and 
	change of scenery. When they do they will need to spend money 
	on accommodation, food and entertainment, and so it is logical
	that other people will cater for tourists, competing with other
	providers and resorts. This creates a local economy which is
	almost entirely service industry and seasonal, but the flow of
	capital is essential to economic activity (especially GDP 
	figures). Can only be built after a bank.

    11. House of God (Cathedral)		Cost: 120/1
	Religion has always been essential to humanity as a means of
	explaining natural events. Disasters are seen as divine
	punishment, and bountiful times a divine blessing. People can
	take comfort in the thought that their lives and destinies are
	controlled by a mystical power, be it a God, or fate, or luck.
	Marx called religion "the opium of the masses". A House of God
	will make three unhappy citizens content, and four after Moral
	Intervention is discovered.

    12. University (University)			Cost: 160/6
	Vocational higher education allows increasing specialisation of
	work related skills in all technical areas, and so provides
	industry with able workers as well as existing as an institution
	for research into new technologies. Non-vocational degrees, ie 
	Humanities, can broaden people's minds into socially-related
	activities, traditionally as preparation for the Civil Service.
	Increases citizenship and research levels.

    13. Recycling Centre (Mass Transit)		Cost: 160/2
	The current business attitude of avaricious exploitation of the
	world's resources has been compared to a company in
	liquidation. These resources are finite, but the greed for a
	luxurious lifestyle in developed countries is causing
	unquantifiable environment costs with the detritus that comes
	as a by-product of consumerism. A rational conservation of
	recoverable resources that would otherwise be lost has to be
	more than a fashionable cause, but to be effective requires
	more awareness leading to a change in attitudes. Local
	government can do more to promote recycling schemes and fund
	centres at minimal cost. Eliminates pollution caused by
	population.

    14. Social Spending (Coliseum)		Cost: 60/20
	Social Spending, also known as "The Welfare State" is when the
	State provides for citizens who can't provide for themselves.
	The social contract is: the State schools you, looks after you
	when you are ill, when you can't afford to live, and when you
	are too old to work. In exchange the citizen maintains social
	order, pays taxes without fuss and sacrifices for the State.
	Social Spending is expensive to maintain, but people demand it.
	The effect is increased with the Monetary Information System.

    15. Factory (Factory)			Cost: 200/6
	Increases resource production in city by 50%.

    16. Manufacturing Plant (Mfg Plant)		Cost: 320/12
	Increases resource production by an additional 50%
	(cumulative w/ Factory).

    17. SDI Defence (SDI Defense)		Cost: 400/10
	These are limited area defences only which will protect
	everything within three spaces of the city from nuclear attack.

    18. Mass Transit (Recycling Center)		Cost: 200/6
	The Automobile is both a blessing and a curse in many respects.
	In America, streamlined production and falling prices gave
	greater freedom of movement to more people than ever and did
	much to reduce distances and promote economic relocation. In
	older countries the car was less compatible where urbanisation
	was complete: the car was alien in Medieval towns with narrow
	streets designed for people and carts. As cars become more
	widespread, traffic increases and movement is restricted. The
	average traffic speed on London streets is the same in the year
	2000 as it was in 1900. What is needed is more investment in
	public transport and a challenge to the mentality that driving
	a car is a natural right and that only other people should take
	the bus.

    19. Power Plant (Power Plant)		Cost: 160/8
	Increases factory output by 50%.

    20. Hydro Plant (Hydro Plant)		Cost: 240/4
	Increases factory output by 50%. Cleaner than Power Plant,
	and generally safer than Nuclear Plant.

    21. Nuclear Plant (Nuclear Plant)		Cost: 160/5
	Increases factory output by 50%. Cleaner than Power Plant 
	(same as Hydro Plant), but there is a risk of Nuclear Meltdown
	unless civilization has discovered Fusion.

    22. Stock Exchange (Stock Exchange)		Cost: 100/1
	Increases tax & luxuries output by an additional 50%
	(cumulative with Bank & Tourism for a grand total of 150%).

    23. Inner City Renewal Scheme (Sewer System)Cost: 300/0
	The rise of the modern residential suburbs (another of those
	mixed blessings of the Automobile) has been matched by a
	decline in the traditional inner-city residential zones,
	creating slum conditions which breed crime. However with enough
	funding and local government support this process can be
	reversed by investing in slum clearance, creating an
	environment friendly to the middle-class and discouraging to
	crime. It is impractical that cities grow too large without
	this program, which requires no additional maintenance.

    24. GM Crops Lab (Supermarket)		Cost: 100/1
	Allows any food squares with the "GM Farmland" improvement
	(irrigated twice) to produce 50% more food.

    25. High-Speed Rail Link (Superhighways)	Cost: 300/4
	All squares in the city's radius with railroads (or maglev) 
	produce 50% more trade.

    26. Research Lab (Research Lab)		Cost: 200/8
	Increases science output by an additional 50% (cumulative with
	School and University for a grand total of 150%).

    27. Energy Shield (SAM Battery)		Cost: 140/10
	Units in city are doubled on defence against air units and
	non-nuclear missile units.

    28. Costal Defences (Costal Defence)	Cost: 80/1
	Units in city are doubled on defence against shore bombardment
	by enemy ships.

    29. Fusion Plant (Solar Plant)		Cost: 320/4
	Increases factory output by 50%. This is the "greenest" form of
	power and eliminates all industrial pollution.

    30. Harbour (Harbor)			Cost: 60/1
	All ocean squares in the city's radius produce one extra unit
	of food.

    31. Sea Bed Mining (Offshore platform)	Cost: 160/3
	All ocean squares in the city's radius produce one extra shield.

    32. Airport (Airport)			Cost: 240/4
	City produces veteran air units. Any air unit spending its
	entire turn in the city is completely repaired. Trade with
	other airport cities is increased.

    33. MISYS Interface (Police Station)	Cost: 200/8
	Decreases unhappiness caused by troops away from city by 1.


    34. Dockyard (Port Facility)		Cost: 80/3
	City produces veteran naval units. Any ship spending its
	entire turn in the city is completely repaired.


V: WONDERS

	All wonders cost 600 shields to build

     1. Common Agricultural Policy
	Faced with agricultural decline, the EEC at the urging of the
	French introduced a set of guidelines for governments and
	farmers known as the Common Agricultural Policy. Its heavy
	subsidies to small farmers allows them to stay in business and
	maintain the rural landscape, and government export subsidies
	allow farmers to compete in non-European markets, transforming
	Europe from a net importer of grain to a net exporter.

     2. Test Ban Treaty
	A Test Ban Treaty is not the final solution to the problem of
	mutually assured destruction, but it does at least restrain
	governments in their research programs to perfect ever more
	powerful methods of nuclear genocide. Fears of environmental
	destruction lead to a Atmospheric test-ban treaty in 1963,
	although research continued with underground tests and
	simulations. The country that takes the lead in having the a
	treaty banning all nuclear explosion tests agreed by all
	nuclear powers will reap the rewards by creating one extra
	happy citizen in every city.

     3. Single Currency
	The European Single Currency project is the logical conclusion
	to closer economic union between member states. Since the days
	of the European Coal and Steel Community, which put production
	of these war making materials under international control, the
	Economic pillar of the European Community has been the key
	driving force to regional unity. With the ratification of the
	Single Economic Area, member governments pledged to abolish all
	tariffs between member states and create a free-trade bloc.
	This was confirmed with the Maastricht Treaty which also called
	for the creation of a single currency by 1999. Extra trade is
	produced in the city which builds this.

     4. Nuclear Navy
	The benefits of using nuclear fuel for propulsion were clearly
	demonstrated in 1960 when the submarine USS Triton sailed
	around the world submerged. The unlimited range offered was
	clearly vital to a global navy which presently relied on
	friendly stations and tanker support, and so despite the
	enormous costs involved, the United States Navy would be
	converted to a Nuclear Navy. The chief benefit came from making
	the aircraft carriers self-sufficient: freeing space previously
	needed to carry fuel for the ship could be used for more
	aircraft stores. All types of ship have their movement rate
	increased by one. Also, all new ships you produce receive
	veteran status.

     5. Quantum Cryptology
	Quantum Computing, in theory, allows for great advances in
	processing data beyond that of the current binary system. This
	method of computing data when applied to code-breaking will
	make conventional encryption useless. The next stage, again in
	theory, is to use the same technology in new encryption
	methods. Until then, whoever builds this device will be able to
	steal any new technology already discovered by two other
	powers.
	
     6. National Health Service
	The National Health Service, "the closest thing the English
	have to religion", was founded on Socialist (or Humanist if you
	hate the word) notions that everyone had a right to good
	health, and that putting all hospitals and surgeries under state
	control and funded with taxpayers money was the best way to
	ensure this. The project has some good economic benefits in
	that there is one buyer and lots of competing suppliers of
	medical equipment, so costs are comparatively less. The
	political drawback is that the government is too closely
	identified with the success or failure of the Service.
	Hospitals are doubly effective.

     7. Organisation for Security and Cooperation in Europe
	The Organisation for Security and Cooperation in Europe (OSCE)
	is the permanent institution created from the ad-hoc Conference
	on Security and Cooperation in Europe (CSCE). The organisation
	involves all the European nations, plus Canada, Russia, and the
	United States in a forum designed to provide low-level
	diplomatic cooperation on European affairs. It essentially
	duplicates the functions of the United Nations but is less
	prone to gridlock. One of its main purposes has been conflict
	resolution and humanitarian operations. Enemy civilizations
	must offer cease-fire/peace in negotiations. Combat strength
	doubled against Rogue states.

     8. National Military Service
	The cost of maintaining a conscript army is much higher than
	for professional forces, and the effectiveness of these forces
	are reduced when engaged against regular units. Traditionally
	states use conscripts as a means of promoting nationalism:
	where the citizen is subordinated to the interests of the
	state, and at other times when the state needs a larger body
	for territorial defence. All new ground units produced gain
	Veteran status. Any unit which wins a combat gains Veteran
	status.

     9. Sea Bed Exploration
	Inevitably when all the resources which can be profitably
	extracted on land have been exhausted, man will turn his
	avaricious attentions on the ocean: the final frontier of
	exploration. At the moment oil can be profitably extracted
	from beneath the ocean bed. In the future it is hoped that
	minerals can be mined, but this will first require accurate
	cartographical and geological mapping to determine where to
	focus such projects. Every square in the city's radius
	produces an extra resource "shield".

    10. NATO
	The North-Atlantic Treaty Organisation was the first Alliance
	the United States of America ever joined in peacetime. After
	the second World War, and the Grand Alliance with the Soviet
	Union ended, the USSR maintained large numbers of troops in
	Eastern Europe. Suspicious of Soviet intentions, the USA was
	willing to enlarge the idea of the collective defence in the
	Brussels Treaty to include itself as the guarantor of European
	security. The Article 5 "trigger clause" commits all members to
	aid the defence of another if attacked.

    11. Secret Police
	The Communist Party of the Peoples Republic of China (or
	whatever you call it) as the only legal political party can
	exert a great moral force over the Chinese people. Usually a
	negative one, by subordinating the individual to the dual
	interests of state and ideology, and not tolerating any
	dissent. Coupled with using the armed forces to suppress any
	popular discontent, the secret service is used to pre-empt
	discontent by weeding out those disloyal to the party. Counts
	as a Cathedral in each of your cities.

    12. The Internet
	The Internet was never envisaged to be a revolutionary force
	in society, rather it emerged from a dual concept: a
	decentralized computer network that could survive a nuclear
	strike against the military centre, and a networking of
	computers in academia used to disseminate information. The
	benefits of the latter are questionable: the published Journal
	will likely remain the favoured tool of the academic
	establishment (they can control what gets printed). However as
	a means of disseminating information to the masses the Internet
	has proved very successful, being both resistant to government
	control and greatly facilitating communications. Increases
	science output of city by 50%.

    13. GPS Network
	The Global Positioning Satellite system is composed of 28
	satellite in geo-synchronous orbit, and can provide exact
	latitude/longitude coordinates so ending imprecision in
	navigation. Movement rate of all ships is increased by two.

    14. Tian An Men Square
	All unhappy citizens in city are content.

    15. Free Trade Area
	Lacking an effective military side to its Common Foreign and
	Security Policy, the European Union can at least be effective
	in economic diplomacy. It has used free trade agreements with
	neighbouring countries as a means of stabilising diplomatic
	relations and promoting liberal values - former Warsaw Pact
	countries may not benefit from full membership, but they do
	benefit from access to the largest free trade bloc in the
	world, and it is hoped that the economic benefits will lead
	to political benefits in reinforcing their commitment to
	democracy and the free-market. The policy is essentially a
	continuation of the German Ostpolitik and the view that "if
	we do not export stability we will surely import instability".
	No effect in game.

    16. Humanitarian Operations
	For civilised nations, the display of human tragedy creates a
	moral imperative for humanitarian intervention. This may mean
	simple food relief operations in a war zone, or active military
	intervention, or reconstruction efforts. Whichever, people will
	be more understanding of the need to deploy forces overseas.
	Decreases unhappy citizens on same continent by 2 per city.

    17. Mars Landing
	The "Red Planet" has long excited public interest, first with
	dreams of an alien race residing there - the "Martians", later
	with the revelatory photo of a rock formation said to resemble
	a human face, later with fossilised life forms and speculation
	about whether water had existed to support life and whether
	any still existed. Dreams of colonisation, either through
	pressurized habitation pods or long-term atmosphere processing
	(inducing global warming). The Mars Landing mission was to
	send a series of small probes to the planet: one to orbit as a
	communications relay, one to orbit monitoring weather, and one
	to land and detach a small rover to reconnoitre the terrain. 
	Increases science output of city by 50%.

    18. Industry de-regulation
	Nationalised industries in themselves are not inefficient and
	ineffective at providing services, but being state funded they
	are prone to cutbacks and under-investment which does drive away
	good people. Privatising national industries was a seductive
	idea to reduce government spending and provide revenue in the
	sell-off. Competition would breed efficiency, and government
	regulations could uphold standards and prevent over-charging.

	Pays the maintenance for all city improvements which ordinarily
	cost 1 gold per turn.  City improvements requiring more than 1
	gold per turn maintenance are not affected.

    19. Channel Tunnel
	The idea of a Tunnel beneath the English Channel is not new,
	but previously any plans have been dismissed as "fantasy" and
	"impractical". However modern technology provided the means;
	the British and French governments wishing to demonstrate
	goodwill provided the motive, and private industry and
	government subsidy provided the money. So the thing was built.

    20. Flexible Constitution
	Eliminates the period of unrest between governments. Also
	allows any form of government to be chosen, even if the proper
	advance has not been discovered.

    21. International Space Station
	The primary function of the International Space Station is not
	as an orbital laboratory in which micro-gravity experiments can
	be conducted - those facilities already exist. Rather the
	purpose was a diplomatic project by fostering cooperation
	among international partners. The doctrine of "engagement"
	which stresses a continued dialogue between states to promote
	understanding. When built, or captured, every civilization's
	attitude toward you is immediately shifted 25 points in your
	favour (on a hundred point scale).  Attitudes continue to
	improve gradually over time.  Other civilizations are also
	quicker to forget your past transgressions.

    22. Elite Rule
	Decreases unhappiness caused by troops away from city by 1.

    23. Yangtze River Damming
	One of the few modern wonders, the damming of the Yangtze
	River is one of those truly enormous construction projects
	which can only be undertaken with the full resources of the
	nation behind it. The benefits of damming are flood control
	and hydro-electric power, which will economically benefit a
	massive area. Provides Hydro power to every city on every
	continent.
	
    24. Nuclear Proliferation
	Allows nuclear weapons to be built. Be aware that you don't have to
	build this wonder if you don't want it in the game. The technology
	"Nuclear Disarmament" will make this wonder obsolete, and once
	obsolete the computer won't usually build it.

    25. UN Security Council
	As standard

    26. Spy Satellites
	Reveals the world map and allows construction of spaceship 
	improvements.

    27. Monetary Information System
	An advance allowed by Neural Networks is the Monetary and
	Information System, which is the use of a single integrated
	computer system to govern society with the storage of
	everybody's personal information, such as Monetary earnings,
	which can then be translated into rigid credit allowances for
	people to exchange for goods and services. Every kind of
	information about an individual can be stored, and the system
	used to monitor people's whereabouts and habits, leading to the
	ultimate eradication of crime by Enforcers. As a two-way
	process, the system allows people more access to their
	government, and more access to information and entertainment
	by eliminating money as a barrier. Class divisions will cease
	to exist, leading to a happier, more productive society. Local
	governments are no longer necessary as society can be
	adequately governed centrally. The central database is so
	powerful and contains so much information that it can bring an
	enormous benefit to reseach, and effectively doubles your
	science output.

    28. Cure for Cancer
	One extra happy citizen in each city.


VI: UNITS

	The units in this scenario are a mixture of special national
	units and generic units. I'll include a short description and
	stats for each.

	Container Ship		0/5/5   3/1	Cost: 60   Carry six
	Passenger Ship		0/3/7	3/1	Cost: 80   Carry two
	
	Container ships are the default transport unit which everyone
	can build. Passenger ships become available with Special Forces.
	The balance you have to make is that Container Ships are slower
	but can carry more, whereas Passenger Ships cost more, are more
	vulnerable and can carry only 1/3, but are faster. You need to
	build and support three Passenger Ships to equal the same shipping
	potential as a single Container Ship.

	FFG Frigate		8/6/8   2/4	Cost: 120

	This is like the standard Civ2 destroyer unit and is meant
	primarily for scouting. It has x2 vs air ability.

	AEGIS Cruiser		10/8/8  3/4	Cost: 160

	This is similar to the standard Civ2 AEGIS Cruiser. It a more
	powerful alternative to the Frigate. With the x2 vs air flag it
	has a strength of 12 against the frigates 8.

	Helicopter Carrier	0/6/7   4/1	Cost: 160  Carry Air

	Based on the baby carriers which entered service in the Royal 
	Navy in 1977, these are smaller and far cheaper alternatives
	to the massive nuclear-powered fleet carriers which are only in
	service in the United States Navy. These ships require air 
	defence from escorts. Also they can't spot subs.

	Fleet Carrier		0/8/7  6/1	Cost: 240  Carry Air

	Based on the massive nuclear-powered carriers of the US Navy,
	these vessels are extremely powerful warships and in real life
	can deploy up to 100 aircraft in a mixture of attack, defence
	and support aircraft for autonomous action. These ships require
	air defence from escorts. As they are extremely expensive 
	(~$2billion) you'd be wise not to risk losing them. They cannot
	spot subs.

	Attack Submarine	8/4/6   3/8	Cost: 100

	Submarines are extremely dangerous because they can attack
	without warning unless you spot them first. If you're at war 
	with a country that has these you'd better conduct aggressive
	anti-submarine reconnaissance before you suffer the loss of your
	prized carrier. They have a high firepower value to represent
	the power of torpedoes: when they win a bout they will likely
	sink the ship, but a lower attack strength means success is not
	guaranteed.

	Marines			8/3/1   2/3	Cost: 60
	Paratroopers		8/3/1	2/3	Cost: 60

	Marines are the only unit capable of making amphibious 
	assaults. Paratroopers, in case you couldn't guess, can make
	paradrops. They are meant to be used as shock troops, to take
	ground, not to defend it. The low defence strength and lower
	hit points means you should avoid putting these units in a
	position where they can be attacked. They will ignore city
	walls when attacking cities, unlike tanks.

	Conscripts		4/3/1	3/2	Cost: 50 default
	Regulars		4/4/1	3/2	Cost: 50 Neo-Capitalism
	European Infantry	6/5/1	3/2	Cost: 70 specific
	American Infantry	6/5/1	3/2	Cost: 70 specific
	Russian Infantry	5/5/1	3/2	Cost: 60 specific
	Chinese Infantry	5/5/1	3/2	Cost: 60 specific
	Indian Infantry		5/5/1	3/2	Cost: 60 specific

	These are defensive infantry units. They can be used to attack,
	and will ignore city walls, but there are more suitable units
	to attack with.

	APC			5/5/2	2/2	Cost: 60 default
	UN Peacekeepers		4/5/2	2/2	Cost: 60 event created

	These are infantry carriers, so enjoy the same defensive 
	strength as infantry units, but have double the movement rate.
	However they have fewer hitpoints to represent their 
	vulnerability. UN Peacekeepers are a special unit which cannot
	be built; they are granted via events. Although limited, they
	are useful because they have no home city, so do not require
	support and do not cause unhappiness. APCs are valuable as they
	have an anti-Tank bonus.

	Vintage Tank		6/3/2	3/3	Cost: 60 eastern
	T-80 MBT		8/3/2	3/3	Cost: 80 eastern
	Nato Heavy MBT		8/3/2	3/3	Cost: 90 western
	M1 Abrams MBT		9/3/2	3/3	Cost: 90 western

	Tanks dominate the tactical battlefield, which would be fine
	if this scenario represented a tactical battlefield with lots
	of space for manoeuvring. Restrict these to assaults on units 
	in the open, otherwise they're not much use. Word of warning:
	tanks have a fairly low defence, though with the Pikeman flag
	so they can defend better against other tanks.

	Howitzer			12/3/1	2/3	Cost: 80
	MLRS Artillery		10/1/1	2/4	Cost: 100

	These are the available artillery units. MLRS become available
	with Fibre Optics. Howitzers are available to everyone, and
	have an extra anti-Tank bonus because of their high-velocity
	fire.

	SAM Launcher		0/5/1	5/1	Cost: 60

	These are designed to defend primarily against aerial targets,
	with the x2 vs air flag giving them a higher defence value
	than other ground units. They should be used as intended by the
	AI.

	MiG-21 Fighter		6/2/3	3/3	Cost: 80  Eastern
	Mirage III Fighter	6/2/5	3/3	Cost: 100 Western
	F-16 Fighter		8/3/8	4/4	Cost: 120 Western
	Harrier			8/3/8	4/4	Cost: 120 Western
	MiG-29 Fulcrum		8/3/6	4/4	Cost: 110 Eastern
	Su-27 Flanker		10/4/10	4/5	Cost: 130 Eastern
	F-22 Raptor		10/4/10	4/5	Cost: 150 American
	Eurofighter		10/4/10	4/5	Cost: 140 European
	Advanced Fighter	12/5/14	4/6	Cost: 180

	These are the fighters. These are the only units able to 
	attack other air units. They have low defence values for when
	they are attacked on the ground by ground units. But they have
	x2 vs air to balance out the A/D values. However the strengths
	still favour the attacker, and firepower should be taken into
	consideration. Beware of interceptors! They tend to win 90% of
	their combats, so the high firepower values are to help swing
	these back to the attacker. From version 2.1 I adjusted the range
	from 3 to 2, making them less effective on ground attack, and
	to encourage a diversification of air types.

	MiG-27			8/2/8	3/3	Cost: 100 Eastern
	Su-25 Frogfoot		10/2/10	4/5	Cost: 120 Eastern
	F-15E Eagle		10/2/12	4/5	Cost: 140 American
	Tornado IDS		10/2/12	4/5	Cost: 140 European

	These are attack jets for use against ground or naval targets
	which cannot attack other air units. They all have a range of 3,
	which means they can attack closer targets twice. The stats are
	so similar to the more powerful fighters because these are later 
	developments which will likely replace these current planes in
	the attack role.

	Spy plane		0/1/42	1/1	Cost: 120
	AWACS			0/1/10	3/1	Cost: 180

	Useful because of their high speed, Spy planes can map a
	large area of the map in a single turn. They must return to
	a safe base every turn though. AWACS units have the same 
	attributes but can stay airborne for 8 turns.

	Missiles		8/1/8	1/8	Cost: 40

	These units are destroyed after attacking. They have a higher
	firepower value than the standard Civ2 unit and a lower attack
	value. These means that they will hit less often but do more
	damage. From version 1.1 they also have the x2 vs Air flag and
	can attack air units in flight. Their combat performance against
	air units will 	give a roughly 20% chance of a kill in defending,
	maybe a 40% of causing damage to an attacker, and maybe a 33%
	chance of scoring a hit when attacking, which will not be lethal.

	Airbase			0/5/0	8/1	Cost: 200

	It's a good idea to defend these well. Though tough enough it
	is easier for them to sustain damage than they can heal. They
	have both anti-air and anti-Tank defence bonuses.

	Peace Envoy		0/1/2	1/1	Cost: 100
	Security Forces		4/4/0	2/1	Cost:  60

	Peace Envoys are the normal diplomats, so restricted to very basic 
	functions. There are also very expensive because they can be so 
	effective. The idea was a Peace Envoy can be used to "negotiate" 
	with Rogue states and install a more western-friendly regime (ie: 
	buy the city). Security Forces are in the spy slot, but cannot move, 
	so can only function as counter-espionage forces. There is a 
	"technology stolen" flag for all cities, which is set at the start 
	so Peace Envoys cannot steal any technologies, but once captured the 
	flag is reset, so this city will be vulnerable to technology theft. 
	Peace Envoys and Security Forces stationed in friendly cities have 
	a chance to thwart "steal technology" attempts by enemy Peace Envoys. 
	Each Peace Envoy has a 20% chance to do so per attempt. Security 
	Forces have 40%; veteran Security Forces 60%. You should either rush-
	build a couple of these, or transport some in by sea if you can. 
	Remember, Communist governments get automatic Veterans, giving them 
	a better chance of stopping them.


	ORDER OF BATTLE

                       USA     EU  Russian  Chinese  Indian  Allied  Neutral
			 1	 2	 3	 4	 5	 6	 7
Container Ship  	 6	 2	 1	 2	 1	 8	 2
FFG Frigate		 6	 4	 4	 2	 3	 7	 2
AEGIS Cruiser		 3	 1	 1
Fleet Carrier		 3
Helicopter Carrier	 	 2			 1
Passenger Ship		 3	 3		 1	 1	 1
Attack Submarine	 4	 4	 4	 1		 2
American Infantry	12
Marines			12	 5	 3	 3	 2	 8	 1
Paratroopers		 4	 3	 8	 2	 1	 3	 1
Regulars		29	 4				31
M-1A MBT		 6		
Challenger MBT			 5				 3
MLRS Artillery		 5
T-80 MBT				12	 1	 1	 1	 3
Vintage Tank				 4	11	 3		16
APC			 6	 5	11	 2		11	20
Airbase			20	11	 2	 3		15	 4
SAM Launcher		 6	 7	10	 5	 3	 4	 3
Howitzer		 5	 6	 9	 6	 3	 5	 4
Russian Infantry			50
Chinese Infantry				50
Indian Infantry						23
MiG-21 Fighter				 5	29	 5		20
Mirage III Fighter		 1			 3	 9	10
F-16 Fighter		26	17				21	 1
Harrier			 3	 8			 2
MiG-27					 4	 7	 2		 1
MiG-29 Fulcrum				 6	 2	 1		 5
F-15E Eagle		 7					 3
Tornado IDS			 5
Su-25 Frogfoot				 9				 1
Su-27 Flanker				 2
Spy Plane		 2	
AWACS			 7	 4	 4
Nuclear Missile		
Cruise Missile		16
Freight Truck		 4	 4			 2	 4	 4
Conscripts			30				45	109

Total Inf		56	42	61	55	42	87	111
Total Air		45	35	30	38	21	33	38
Fighter			29	26	13	31	18	30	36
Attack			 7	 5	13	 7	 3	 3	 2



VII: MISCELLANEOUS CHANGES

	Technologies

	Too numerous to list. Refer to civilopedia.

	Crime and Citizenship

	Two new concepts replacing Disease and Literacy respectively.
	Crime can be reduced through technologies and city
	improvements: Police Stations (aqueducts, needed for cities
	over size 8) and Urban Renewal projects (Sewer systems, for
	cities to grow over size 16). Citizenship, which is people's
	involvement in government, can be likewise increased through
	technologies (like Freedom of Information) and improvements
	(schools and universities).

	Base crime rate equals 25%
	Police Station (aqueduct) adds 30% extra life expectancy (to base)
	Urban Renewal (sewer system) also adds further 30% (to base)
	Medicine adds 60% extra life expectancy to base

	Citizenship rates (same as literacy):
	64% with all techs, 80% with one, 100% with two
	16% with two techs, 20% with one, 28% with two
	8% with one tech, 10% with one, 14% with two
	0% with no techs, 5% with one, 7% with two, 

	Terrain

	Terrain has been greatly simplified into Urban and arable
	terrain. Arable squares give lots of food and some trade. Urban
	squares give lots of shields and lots of trade. All squares can
	be industrialised (mined) for an additional 5 shields. All
	squares can be irrigated, but lower value terrain will be
	steadily improved to arable status (ie Steppe to Grassland to
	Arable to Arable farmland). From version 2.0 onwards squares
	can be irrigated twice (my original intention - after getting
	rid of the "minor city" improvement), and supermarkets (GM Crop
	Laboratory) can be built after researching "GM Crops" (Hydroponics
	and Genetic Manipulation).

	Fortresses and airbases cannot be built. Fortresses are stackable 
	squares and only appear on pre-built urban terrain. Airbases have 
	been replaced by Airbase units, which can be destroyed, depriving
	you of a forward base (and, incidentally, destroying any units
	there at the same time).

	Governments

	The governments broadly represent those already existing, and
	those possible in the future. These are explained in the
	civilopedia. If you don't know the difference between Liberal
	Democracies and Parliamentary Democracies, look it up.

	Pollution

	In the first two versions pollution was disabled because of the
	higher shield production of first world cities; and also because
	global warming would work slightly differently as I'd replaced
	Swamp terrain with Urban terrain, so I played safe and simply
	disabled pollution, which meant no global warming. However the
	point was raised that this made having the option of more
	efficient power plants and pollution reducing improvements
	pointless. So in version 3.0 pollution is reintroduced. No
	more selling Mass Transit systems to reduce government spending -
	you do this now at your peril! I have compensated for this by
	giving all players some free Engineers at the start, and
	reducing excess shield production in some cities to avoid
	having mass contamination on the first turn. I have also
	tinkered with the tech tree to swap certain pollution increasing
	technologies with more future technologies, so again reducing
	the pollution levels at the start of the game. You now have the
	Clean Industry Act to research which reduces pollution.

	Map

	The map for this scenario was especially created by me, Andrew 
	Livings. Version 2.0 uses an expanded "oversized" map which still 
	retains the same basic proportions as before. Version 3.0 looks 
	exactly the same, but is actually a different base map, with main 
	continents split up to avoid aggression between different powers 
	sharing the same area. These were of course sewn up again and the 
	rivers restored in the game. You can find out where you are by going 
	to view mode and checking the body counter number by the side of the 
	coordinates. Refer to the attached 90x120.txt for more information 
	and copyright notice.


VIII: STRATEGIES

	If you have ever played the Jules Verne scenario you'll have
	some idea of how difficult warmongering can be in a scenario
	which diverts from standard civ2 to really penalise out-and-out
	aggression. There are several factors you need to successfully
	balance:

	1. Revenue raising vs Research and development
	2. Benefits (luxuries) to counter unhappiness caused by
	   military deployment vs revenue.
	3. Unhappiness in cities vs fiscal penalties caused by Rogue
           successes.
	4. The penalties of Rogue success vs your budget.
	5. Producing military units/Freight units vs Consumer Goods
	   (Capitalisation).
	6. The rewards of your successes against the Rogues vs
	   unhappiness.
	7. Strengthing your economy by retrenchment (Freight units,
	   factories etc) vs immediate rewards of consumer goods.

	There are no hard and fast general rules to follow for these. I
	think it pays to be interventionist early on, but you'll need
	to adapt to the current world situation, setting your own
	priorities and immediate goals. Do you deploy your military
	after you've strengthened your economy, accepting the
	short-term penalty costs, or deploy immediately, accepting a
	shaky economy and unhappiness? There are a couple of features
	you can exploit to your advantage, but I'm not sharing. In order
	to stop the AI players shooting ahead in research I changed all
	the scientists for all sides into taxmen. If you want to you can
	change them back again. 

	Playing as Europe

	Europe has a special agenda - enlargement. There are lots of
	neutral nations in Central Europe and the Balkans who want in
	in real life. Unfortunately in Civ2 they won't be so willing.
	You don't have to enlarge East, but if you do, try to subvert
	those cities - avoid conflict. The European player will suffer
	the same diplomatic penalties as the American player and has
	the added challenge of building up a strong economic base and a
	strong military with overseas deployment capability. The
	American player is already pretty well established.

	Playing as Russia, China, or India

	These are much more difficult to play than the Americans or
	Europeans, mainly because the scenario was originally designed
	to only be played as either of these. The inclusion of Russian
	and Chinese events later was to facilitate gameplay from an
	alternative viewpoint. You might find them interesting all the
	same. Bear in mind that you aren't restricted to one
	government, so you can switch to a Liberal Democracy at any
	point. You'll need to invest heavily building up your economy -
	it won't be so simple making easy money out of killing Rogue
	units. The Russians will get cash injections and the Chinese
	will receive technologies via the events.txt, which will help
	even things out. If you're feeling expansionist, try not to
	antagonize the wrong people.

	Hints:

	Money is the key to playing this game. Aim to reduce costs of
	government, or increase revenue somehow to produce a suggested
	surplus of 1000 per turn to deal with the world. Early on this
	is unlikely, as 1992 was a big recession year - you need to
	work hard to catch up, but you won't be able to reduce
	capitalism to produce Trade (Freight). When you can, you won't
	be able to produce many military units, so a balance is needed
	to a) keep a healthy gold surplus, b) produce Freight to
	increase trade, thereby increasing gold, luxuries (reducing
	unhappiness - more flexibility) and science, and c) producing
	military units to bring Rogue states to heel. Beware: peace
	envoys are the only means of ending the threat, yet they are
	costly: 500 shields, although some are created via events for
	the US and EU. UN Peacekeepers are useful units to have as they
	do not require support from a home city, and so do not cause any
	unhappiness problems. However they are strictly defensive and
	may need support.

	Freight units are the equivalent of the Freight units in normal
	civ2, which means they get extra money when establishing trade
	routes. The pay-off can be quite impressive! Remember you get a
	higher regular trade with another city that has an airport, and
	an even higher bonus if both cities have airports. Plus also you
	will get a science bonus equivalent to the monetary bonus received
	when making the connection, so this is an excellent method to use
	in racing ahead in science.

	Militarily there are also restrictions in playing this game. In
	many ways the game is identical to a typical Civ2 game in that
	military units are fairly local. Although the European Union
	has a fairly capable military, it is also of mixed composition
	and lacking in transports for overseas deployment. This is also
	the case for India, China, and Russia, although their military
	activism will be land based. The United States of course has a
	military designed for overseas use, and so has plenty of navy
	aircraft carriers, overseas bases, troop transports, etc... The
	EU player must try to duplicate that capability by building a
	new European Army, Navy and Airforce, based around the EFA, and
	then to use these new forces to bring the forces of
	anti-globalization to heel.

	Nuclear weapons

	This scenario is designed to be flexible where nuclear weapons
	are concerned. You don't start out with any in the game, and
	you can force the game development in a way that none are ever
	built - because they can be a nuisance. Here's how:

	1. Don't build the Nuclear Proliferation (Manhatten) wonder.
	2. If you don't want nukes yourself, research Nuclear Disarmament.
	   This makes the units obsolete, and the wonder obsolete. If it 
	   hasn't yet been built the AI will ignore it.
	3. To make sure no nukes are used, try to give Nuclear Disarmament
	   to everyone else. It may cost you some extra technologies, but 
	   isn't that a price worth paying?

	Nuclear Disarmament will be researched by the AI (eventually) because 
	it's an important prerequisite to some of the more advanced social 
	technologies. It immediately allows the Test Ban Treaty wonder to be 
	built. As a happiness wonder it has a high priority, so at least one 
	nation will research it, which then makes the wonder obsolete, making
	it less attractive for the AI to build.

	If you do have nukes in the game, commiserations. Just remember 
	that the computer won't build more than 2 at a time, and never 
	has more than 4 units available.


IX: KNOWN BUGS

	Aside from the problem of the AI players declaring war on each other as if they'd 
	never heard of nuclear winter, the only thing you have to watch out for is a bug in 
	the "Find City" command when using Fantastic Worlds. Activating this will crash the 
	game because of the number of barbarian cities visible on the world map. Also the 
	menuend.wav may not activate on some machines. This is because of available memory 
	problems and nothing to do with me.

X: VERSION HISTORY

    0.9 Beta version for test-playing. Released 8 August, 2000 to my
	playtesters.

    1.0 First release to general public 1 November, 2000, to great acclaim. At least in the 
	Scenario League (http://sleague.apolyton.net/) I also notified the general Civ2 
	community on Apolyton, and the retrograde civers on the alt.games.civ2 newsgroup. 
	Updates included newer unit icons: the F-16, F-15, Harrier and NATO MBT tanks, which 
	I'd been busy working on. The Russians and Chinese had their own events, at the 
	prompting of VietMinh, which certainly liberalised gameplay away from the Western,
	globalist approach, to a scenario where you could play anybody and play however you 
	wanted. This version also had the Readme.txt, which took ages to write (as always). 
	At the front end, the modern look cities were improved to give depth, as opposed to 
	the simple 2-D previously, at the prompting of Michael Dnes. The Minor city icon was 
	improved in the same way at this time. On the map I scattered more airbases around 
	the world; changed the position of Havana; renamed Recife, which I'd found to be the 
	actual location of Fortaleza; and lastly in a bid to stop the AI racing so far ahead 
	in research, changed all the scientist specialists into taxmen. This last simple 
	modification then caused MGE and Mac users an almighty headache and I had to make a 
	second scenario file as a patch just for them.

    1.1 First major revision, released 1 November, 2000. This was after I'd played my 
	first proper game (as opposed to just messing around) and I spotted some 
	mistakes and areas for tweaking. I made Rogue infantry units more powerful to 
	compensate for their "green" status. This way the Rogue states are actual 
	threats to the regions stability instead of a mere cash cow. In that same vein 
	I reduced the monetary bonus for destroying those units, so it would not be so 
	profitable to take advantage of those events to subsidize your other areas. Freight
	units will still get an almighty cash bonus from the right cities, and so you 
	should think about those instead. I tweaked the tech tree so that the Test Ban 
	Treaty technology (now renamed "Nuclear Disarmament") is less attractive to the 
	AI, but at the same time has a vital place in the research path (as a pre-requisite 
	to MISYS). This way you gain more control over the nuclear issue, if you want to 
	see them in the game. You can give this technology to the AI if you don't want them 
	to build nuke missiles, which now have their prerequisite fixed (at last) to "Nuclear 
	Weapons". Also various unit stats were tweaked: Howitzer and APCs have the anti-Tank 
	bonus, making APCs a more useful defender in conjunction with the infantry units. 
	Tanks have their defence strength reduced. I reviewed the Orbital Weapons Platforms
	(as if you'll ever get to use them) and tweaked them to make them less sure of a 
	hit, but a more devastating hit. Passenger ships can now only carry two units; 
	aircraft carriers are weaker on defence (I thought the computer was building so 
	many because their defence was actually higher than the AEGIS cruisers); Cruise 
	missiles became just missiles, albeit dual purpose anti-ground unit and anti-air
	missile. Because of incompatibility problems with the MGE/UCC version of civ2, the 
	scenario needed to be rebuilt from a playtest version to incorporate all the changes 
	made to the release version and some extra improvements. The map had a couple of 
	tweaks: Airbases were now Veterans to make up for their rather weak defence, and I 
	spotted a few Minor Cities which weren't stackable (with Fortresses), so fixed those. 
	Lastly (thanks Mao for pointing this out) there was a problem with the Russian 
	event.txt file being too large and not working. On investigation there was another 
	problem with the turn=x text messages for both the Russian and Chinese events, as I 
	hadn't set these up correctly. Also the American and European events were tweaked to 
	still forbid negotiations but so the text message would only appear once (once every 
	time you loaded the savegame at least).

    2.0 A complete rebuild, released 7 January, 2001. Completed in my Christmas break, 
	using an "oversized" map: 90x120. This still retained the same basic 
	proportions as before, though widened slightly in places: the Pacific, 
	Americas, Middle East, India, and Far East. I did make an effort to get the 
	longitudinal correspondence, though Europe is still oversized in the interests 
	of gameplay.

    2.1	First revision, released 11 February, 2001. Minor tweaking mainly.
	Some new icons; corrected spellings, and strings in Game.txt (v. careless).
	Got rid of the Algerian Militia which appeared when Algiers was captured by
	the Rebels, representing the conflict there. During gameply there was no
	realistic chance of this happening, so I swapped this unit with the Serbian
	Militia to make way for a spy unit. My original conception called for a
	Police/Internal security type unit to match the Civilian unit, and during
	gameplay I was extremely upset when all my nearby neighbours kept stealing
	technology from my new conquests with impunity. So the new Security Forces
	can be used to prevent that, and yet as static units can't function as spies
	and distort the gameplay wildly. Also quietened the mchnguns.wav sound effect
	and fixed a problem with the fanfares: somehow, re-writing the scenario caused
	the order of the fanfares to be screwed up.

    2.2 Second revision, not released. Corrections and overhaul of the events, 
	prompted entirely by critical feedback from Michael Witry (not once, but twice 
	credited). For a start there were some more embarrassing spelling mistakes/
	typos for several (!) city names, which no-one had pointed out before. These 
	were quickly corrected. Secondly, some cities were transplanted to different 
	locations on the map: two Russian ones (Yekaterinburg and Chelyabinsk), which 
	were out of comparative alignment; and the Bangladeshi city of Chittagong was 
	changed to the Myanmar capital city of Yangon to create an extra Rogue state. 
	Sudan was also switched to a Rogue city, and San Juan (Puerto Rico) was changed 
	to an America city, after strenuous lobbying by American players. Also included 
	a new front-end launcher batch file, which goes beyond the simple setup to 
	automatically locate the civ2.exe file and launch the program from within the 
	scenario directory. This has the advantage that the default directory when 
	opening a file is the scenario directory rather than the civ2 main directory. 
	It also means that extra files which usually have to be in the civ2 main 
	directory can stay in the scenario directory and be used: city.gif, citypref.txt, 
	debug.txt, icons.gif (for the starting screen boarders), and menuloop.wav. Also 
	made an events text for the Indians - the most challenging of all the homogenous 
	powers. 

    3.0 Third rebuild, released 16 June, 2001 (about two years after I started all this).
	This version includes all the amendments, corrections, and improvements of 2.2.
	The major change was a fragmented world map base following investigation into
	the landmass counter and the diplomatic effects of two major powers sharing
	the same 'landmass'. So here each power sits on its own landmass, except
	Russia which straddles two. This should hopefully have the effect of reducing
	AI aggression and declarations of war. I also found a way to change the ocean
	body counter so that you could create a separate coastline, and cities next to
	this coastline will not be able to build naval units. So this feature was
	implemented around some northern shores, and it can be edited in game. 
	Pollution was re-introduced, again after feedback received, to add another 
	problem. I reworked the techtree slightly to swap Plastics and Microwaves (Pla 
	and MP are pollution increasing technologies) to two later ones, so that your
	pollution does not start out cripplingly high. Added more Mass Transit systems
	in American cities, and all the playable sides start out with some free
	Engineers to clean up pollution squares right away. 
	Another important correction is the selective disabling of negotiations with 
	the Allied powers. Feedback had pointed out the problems with America invading 
	Canada, but I was worried about restricting the human players' choices too much 
	that a blanket denial would involve. It later occurred to me that I could disable 	negotiations between the Americans and Allies if playing as the Europeans, and 
	between the Europeans and Allies if playing as the Americans. For the Russians, 
	Chinese, and Indians it could be disabled for both. I also sneakily allied the 
	Allies with the Rogue states via hex-editing because in previous versions the 
	conflict between UN peacekeepers and Rogue units at the start of the game made 
	it almost too easy for the human player to go in next and finish the job. This 
	alliance is invisible, and unbreakable because the alliance is fixed for both 
	sides and can only be broken through negotiation, which you can't do with the 	Barbarians.
	It also simulates the role of the UN as a more neutral player - except under 
	your command. New pollution and railway terrain graphics, and a new Freight unit 
	icon, plus new Destroyer and Cruiser icons. Also, and at the last minute, I
	finally implemented a good of idea of Michael's: having "protestors" and losing
	money when you kill them. The simple solution was to simply use barbarian
	civilians, and have appropriate game.txt and rules.txt popups; this ditches the
	older terrorist camp/leader theme. Also included an additional events file for
	multiplayer games. Because of the limited space, this had to ditch a lot of the
	special events you have in a single-player game to make way for broader events,
	or special events for each side: for example there are no background texts.
 
XI: DESIGN NOTES AND TIPS

	This scenario owes its inception to the Year 2000 Challenge laid down by the 
	European Civilization II Site, to design a scenario of the world today. 
	Seemingly straightforward, the complexities of contemporary geopolitics are 
	intensely difficult to translate into such a confining environment as 
	Civilization II. As the name suggests, this is a game which works at its best 
	as a civilization builder, not civilization management, or strategic or tactical 
	wargaming. All my experience of scenario making has been in warfare scenarios, 
	and I am deeply conscious of the games shortcomings here, especially in terms 
	of balance of map size, units, cities, research and player's strengths that 
	can ruin a scenario if distorted.

	The first problem was in deciding what to include in this scenario, as there 
	are 190 independent states in the world and, according to the International 
	Red Cross, 93 conflicts happening at the moment. Given that scope, a scenario 
	recreating the present has to be selective: I can only have eight powers, 
	either as individual states or groups of states. I did however decide on the 
	inclusion of the USA, EU, China and Russia as my foundation for the scope for 
	potential warfare, particularly in Central Asia. To include India for the same 
	purpose as a major regional power was the next logical step. For more 
	information read section 3.

	Secondly there is the question of the objective in a game. For me the best 
	example of a gaming simulation of the present is Shadow President (1994) which 
	placed the player in control of the United States of America on the eve of the 
	Gulf War (1991). The interface was extremely involved, allowing the player to 
	do whatever he/she wished (in foreign affairs), not even bound by the 
	"International Community", although toppling governments, invasions and using 
	nuclear weapons generally met with hostile criticism. The point being you 
	could play that way if you wished: the game forced no pre-defined objectives 
	on you. This is a design philosophy I wished to use.

	Thirdly there is the issue of timescale. Do I make a scenario which starts on 
	January 1, 2000, or slightly earlier? As my concept for the scenario developed 
	into a working title of "Crises of the New World Order" I opted for an earlier 
	point of the break-up of the Soviet Union and the formal end of the Cold War 
	period, but after the Gulf War crisis that inaugurated the New World Order. 
	The scenario would be designed to be played as one of the Western powers, 
	either the United States of America or the infant European Union (also 
	established in 1992), with the Allied powers as a possible third option. I 
	decided against making a balanced scenario playable for any power, in view 
	of the fact that the computer cannot match a human for strategy (and this 
	would be a strategic scenario). There is a secondary consideration that a 
	majority of Civ2 players are either American or European, so the scenario 
	would be appealing. I am conscious of interest from others, particularly in 
	Australia and South America, and though I have no wish to exclude them, I 
	cannot create a scenario of primary interest to them. My own outlook is 
	inherently Eurocentric - for which I make no apologies. As for a finish point, 
	the scenario could theoretically be ongoing, but I have found that the longer 
	a scenario lasts, the quicker interest fades. My optimal timeframe is 50 turns, 
	which can be equated into however many game years I wish. 100 is too long; 25 
	seems too short, but is probably better for a scenario, allowing a continuous 
	research path and a defined timescale within which to achieve the objectives. 

	Set ten years ago a scenario would essentially be a Cold War one. Now that 
	period is over, countries are faced with a crisis of lack of direction, where 
	even the world's remaining Superpower has become introspective and divided. 
	Though President Bush initiated the New World Order of an ethical foreign 
	policy which has seen intervention in Iraq, Somalia, Haiti, Angola, Sudan, 
	Rwanda, Bosnia, Kosovo, and now East Timor, such efforts have been half-
	hearted and short-lived, supported neither by the electorates or governments 
	in the West, and these "fire-fighting" actions have not helped resolve the 
	underlying issues behind the violence. The United Nations as an institution 
	has been ever more fragmented and has consequently lacked the resolve needed 
	to enforce peace. The incapacity of the UN has been citied as reason enough for 
	NATO to intervene in Kosovo, but NATO itself nearly fractured under the stress 
	of hostilities from protests in domestic politics. 

	This is the first crisis of the Democratic system of governments to be 
	simulated: the challenge is to try and end it by spreading Globalization to 
	create a stable, homogenous World Order. The second challenge is with public 
	dissatisfaction with the ability of their governments to deliver what the 
	electorate wants: law and order, public services, high quality of life, 
	eradication of mass starvation, poverty etc. To this end I wanted to handicap 
	Democratic governments by somehow affecting their ability to reduce discontent. 
	The problems with Russia should be even more pronounced. To adapt, governments 
	have experimented with an ever more open political process, more accountable and 
	more responsive to people's needs. In European states, people have blamed the 
	retention of strong centralised governments and demanded devolutions of power 
	from the centre to the regions, which makes a transition of power to a federal 
	European government more difficult: a handicap that power must grapple with. A 
	third crisis, or threat to the establishment of the New World Order, is the 
	issue of trans-national crime and terrorism which can strike directly at the 
	national heartland. At the same time it represents a clear enemy to the new 
	values, a new crusade for governments to fight. Eight years ago there were 
	dangers from so called "Rogue" states: North Korea, Iran, Iraq, Yemen, Libya, 
	and Cuba. Now their political stance is less confrontational: Britain has 
	reopened diplomatic relations with both Libya and Iran; North Korea is looking 
	to end her isolation - analysts in the US State Department suggest her recent 
	advances in military technology are to be used as a bargaining tool in 
	negotiations with the US and South Korea. However new violence threatens: with 
	Iraq continuing her defiance of the international community; Sudan bombed for
	alleged terrorist weapon making capabilities (and US embassies bombed in 
	retaliation by persons unknown); Serbia bombed for her actions in the Kosovo 
	province; East Timor erupting in violence after attempting independence from her 
	Indonesian masters (and an alleged Indonesian military involvement in the 
	killings); Pakistan and India have both exploded nuclear devices and developed 
	rocket systems capable of delivering them, as has North Korea. Nuclear proliferation 
	is another threat. Genocidal civil wars, such as in Rwanda, seem too remote to pose 
	any kind of direct threat, but your mission is simply to end it.

	Technocracy (Fundamentalism), in which MISYS is used as tool by the bureaucracy 
	to order people's lives. As MISYS regulates people's quality of life and satisfies 
	their entertainment and welfare needs, unhappiness is eliminated. But because MISYS
	stifles individual enterprise, trade suffers through tight regulation. The military 
	causes no unrest by overseas deployment, but must of course be supported.

	I like to think this a scenario filled with cleverness. The updated game.txt and 
	label.txt files are useful for modern  scenarios but the rules.txt cannot be used 
	without substantial alteration in the tech tree and units as these were designed
	specifically for the scenario. There are other modern mod-packs with better 
	rules.txt files.

	Tips?

	Airbases are freight units so they will not be relocated if an alliance is 
	cancelled or units are otherwise withdrawn.

	Not all costal cities can build naval units. This is because in reality not all 
	the cities are on the coast, or they might not have the natural harbourage 
	necessary. I had used this feature before by hacking the city information in the 
	saved game file. This time I have changed the map so that even new cities founded
	in the arctic cannot.

	Playing a civ other than the default will use the correct city icon as specified 
	in the Rules.txt. It used to be they would automatically use the bronze age icon, 
	but thanks to hex-editing investigation this can now be corrected. Thanks, Allard.

	Wonders will not work where the technology pre-requisites are "no,no". However 
	they will if Future Technology is used as a pre-requisite.

XII: CONTACT INFORMATION

	Do not use HistCiv2@hotmail.com as this account expired
	Do use aplivings@btinternet.co.uk
	or aplivings@hotmail.com
	They both end up in the same place anyway.
	I have MSN Messenger for chat.

	Watch out for future scenarios and updates at my sites
	http://www.aplivings.btinternet.co.uk/
	http://members.nbci.com/HistCiv2/index.htm

	There will be a special version for Test of Time called "Crises deluxe". This 
	will take advantage of special TOT features and the extra units available 
	tighten the concept of a less warmongering scenario.


XIII: CREDITS AND ACKNOWLEDGEMENT

	Well, as always I have to thank Microprose for making such a fine game that 
	allows us to change so much and create what are, in effect, completely new 
	turn-based strategy games.

	Unit Artists:

	Michael H. Nielson	M1 Abrahms MBT, T-62, SA-13, Iraqi Militia.
	Dan o'Rourke		MiG-27, T-72.
	Jeff Head		MRLS.
	Dorian Crede		Freight, Satellite.
	Francois Baire		UN Peacekeepers.
	Jesus Balsinde		Serbian Militia.
	Daniel Bretzmann	Yemen Militia.
	Paul Heron		PPG Infantry and civilian (original).
	Tecumseh		Chinese, Indian, and Ethopian Infantry.
	Andrew Miller		Howitzer
	Nathan Miklos		Insurgents (Special Forces)

	Plus the uncredited artists for the remaining icons. I cleaned up the SR-71 icon 
	and repainted the Sub, but the original credit goes elsewhere. I pinched the AEGIS
	cruiser icon from the scenario Die Holsteiner Allianz and then cleaned that up.

	Other graphics sources:

	All flags from Michael D. Raney's (mr3948a@american.edu) collection of
	country flags.
	
	Internet sources:

	Most of my sound effects came from the WAV Place site - http://www.wavplace.com/. 
	Other sound effects, especially the drum*.wav sounds, came from the Sierra game SWAT 2.

	Playtesters:

	My thanks for a job well done,
	Mao
	Michael Dnes
	An Khoi Vu

	Special thanks to Michael Witry, for many post-production ideas and corrections.
	Without him version 2.2 would not have happened (do I really want to thank him
	for this?). The idea of having protestors and losing money by killing them was
	his.

	Also to everyone who posted feedback on the Scenario League site forums, you 
	know who you are. Thanks for always demonstrating there was interest, and 
	providing corrections and ideas that has made this scenario ever-better.


XIV: COPYRIGHT NOTICE
	
     1. This scenario is my work and I reserve the right to be recognised as its author, 
	which means you may not pass it off as your own work, and that applies to any of 
	my modifications to any of the files (my unit icons are initialled "APL"). Designers 
	wishing to use any of my icons in their own works are free to do so on the condition 
	that they retain my initials and/or extend credit to me elsewhere.
	  
     2. You may freely distribute this scenario privately, and I'm not concerned with what 
	format you do so: you may unzip, re-zip and then post it, but all the files must be 
	included, especially this one. 

     3. This scenario may not be hosted on a site other than the author's own.

     4. You may change any of the files for your own personal use and then distribute the 
	scenario, provided that in doing so you recognise the reservations in sections 1 
	and 2, that you document your changes and as a courtesy inform me. You do not require 
	my prior permission. If your changes include a major restructuring of the rules.txt, 
	and/ or modification of the graphics files that improve gameplay or historical 
	accuracy, please send me details. If I do any further revisions that include these 
	improvements then I guarantee full credit will be extended in appreciation of your 
	efforts. Though really it is far more rewarding to create something like a scenario 
	of your own. 

     5. I am fully aware that legal reservations of things on the internet is only a gesture 
	as enforcement is a nightmare. This is a purely voluntary contract with few binding 
	obligations, and I'm only imposing those to protect my credit.

	Copyright (c) 2001, by Andrew Livings.


CITIES	     v1.1	v2.0	v3.0

American   =  30	 30	 31
European   =  25	 25	 25
Russian    =  33	 33	 33
Chinese    =  22	 26	 26
Indian     =  13	 15	 15
Allied     =  56	 52	 51
Unalligned =  72	 69	 69
------------------------------------
	   = 251	250	250
